Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Matt 12 · Aug 24, 2010 at 12:13 PM · editorscenescene-loadingextensions

Real time scene changes

I'm experimenting with time travel mechanics (similar to Prototype) that requires switching between similar scenes in real time. I'm new to Unity and it's a little hazy as to how I should approach this... I've read stuff about scene changes but I'm not sure it's what I want.

Each level might be composed of one or more time periods that the player can move between. The scenery in each era could be similar or very different. My thought was to make a component that contains the necessary changes (position of the object, whether or not it exists , the model that's used etc) for each era. Is this a good way to approach the problem? Also, how might I go about integrating this into the editor? It's important to be able to design these scenes concurrently.

Edit: To clarify, I am not talking about actual scene changes, I'm talking metaphorically, from the player's perspective.

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image spinaljack · Aug 24, 2010 at 02:22 PM 0
Share

I'd swap models out of the single scene ins$$anonymous$$d of loaded a new scene. I'd imagine it would be less hassle that way.

avatar image Matt 12 · Aug 24, 2010 at 10:13 PM 0
Share

Yeah that's what I'm getting at. I don't mean scene changes literally

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Keavon · Nov 11, 2011 at 05:22 AM

Okay, this is old. But I'll still answer it, even though there's almost no chance that it still applies.

I would recommend running everything in parallel with multiple "worlds" in the same Unity Scene. They would be far apart, and when switching, just switch the camera input. The downside is that you would have to be running all parts of the world, so may cause some lag issues. However, I am pretty sure that if it's far enough away, it should render fine.

I hope this helps you.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

1 Person is following this question.

avatar image

Related Questions

Cannot close/unload a scene that is open in editor during playmode (using C# code)? 3 Answers

Get the currently open scene name or file name 8 Answers

Handling scene objects 1 Answer

'Resource file has already been unloaded' error when exiting application in Editor 1 Answer

Particular scene loads fine in the Unity Editor, but unable to load in the executable? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges